'Ol Fezziwig
Repressed Dissident
(gripe mode <<ON>>)
On another forum, there is discussion of a malheureuse nature regarding TME. The gist of it appears to be questioning the design decisions behind, and rules resultant from these decisions. Particulars include the "defend Paris" rule, OB inclusions/'omissions' and map areas depicted/'omitted'.
While I would not imply one is not entitled to an opinion, I, personally, have issues with 'opinions' not based on either a.) actual play of the game in question (certainly NOT a cursory glossing of the rules!!), b.) input/insight into the design criterium or c.) any sort of apparent familiarity with a particular game system.
Taken in turn:
A. the "Defend Paris" rule
Personally, I have little issue with this rule. While, the reasons the 'reviewer' gives for his distaste have some merit, between players with some personal history (or, even friendship!) what constitutes a "reasonable effort" should be a trivial matter. Questioning the 'historicity' of the rule is somewhat facetious as there is great difficulty in adding Hitleresque rationales to a body of rules in any WW2 game. The designer/developer notes give the rationale for the rule (to prevent a rapid German withdrawal to the eminently more defensible Rhine River line once the Allies are ashore in any strength) which suffice to appease any concerns I may have had.
B. OB inclusions/omissions
Again, little here to irk me- I have full confidence the research (as has been proven many times in prior Gamers offerings) will be top-notch. I find little need to stroke my own ego by parsing the countersheets for divisions included or not, especially when the D/D notes again give ample explanations for the reasons behind the counterset. Myself, seeing the 82nd AB, 101st AB, The Big Red One and Panzer Lehr satisfied my OB concerns. I don't find myself looking for every division that happened to find itself in Normandy (in this particular example) for whatever reason being represented in a game that apparently had a one countersheet target.
C. map issues
More or less explained quite sufficiently in the D/D notes section (again...) again, with an apparent one map constraint in mind. Sure it'd be nice to have more room to 'bounce the Rhine' 'a la Patton, but this isn't _my_ game (in the design sense). What it is, is the designers' (and Deans') vision of what _they_ wanted it to be. I have no problem with that, not having felt led astray by past Gamers visions of what they choose to portray
Perhaps I'm mightily tired of these "First Impressions"-type articles, particularly when they are based on an examination of the components immediately after ripping off the plastic shroud, and not after any substantive time spent with the game itself. These types of articles can indeed be useful, but I fear they may lead the unwary (aka, "The Sheep") away from purchasing a game(s) due to a strongly and critically worded "FI". (In this particular case, one 'sheep' indeed uttered his "misgivings", after reading this spurious "FI", about purchasing TME).
Myself, when I think of SCS games, I think of a quick and engaging time at the game table, not an OCS-level of detail or an OCS-level attention to design. This does not imply a 'free pass' for a game simply because it's an SCS game, but it doesn't pretend to be-nor aspire to be- a definitive treatment of the subject matter-nor do I ask it to be.
The somewhat long-winded (and admittedly, somewhat incoherent-kids/dog/cat see me as the "The Velcro Dad") point being, what do YOU expect from an SCS game, TME in particular? What rankles you about what made it in the box and conversely, what excites YOU that did make it into the box?
What do you think about the flurry of dudes rushing to be the first to 'critique' the latest release, however poorly or sketchy these 'critiques' might be?
or, perhaps, I'm just a crusty old salt with a sour disposition..
On another forum, there is discussion of a malheureuse nature regarding TME. The gist of it appears to be questioning the design decisions behind, and rules resultant from these decisions. Particulars include the "defend Paris" rule, OB inclusions/'omissions' and map areas depicted/'omitted'.
While I would not imply one is not entitled to an opinion, I, personally, have issues with 'opinions' not based on either a.) actual play of the game in question (certainly NOT a cursory glossing of the rules!!), b.) input/insight into the design criterium or c.) any sort of apparent familiarity with a particular game system.
Taken in turn:
A. the "Defend Paris" rule
Personally, I have little issue with this rule. While, the reasons the 'reviewer' gives for his distaste have some merit, between players with some personal history (or, even friendship!) what constitutes a "reasonable effort" should be a trivial matter. Questioning the 'historicity' of the rule is somewhat facetious as there is great difficulty in adding Hitleresque rationales to a body of rules in any WW2 game. The designer/developer notes give the rationale for the rule (to prevent a rapid German withdrawal to the eminently more defensible Rhine River line once the Allies are ashore in any strength) which suffice to appease any concerns I may have had.
B. OB inclusions/omissions
Again, little here to irk me- I have full confidence the research (as has been proven many times in prior Gamers offerings) will be top-notch. I find little need to stroke my own ego by parsing the countersheets for divisions included or not, especially when the D/D notes again give ample explanations for the reasons behind the counterset. Myself, seeing the 82nd AB, 101st AB, The Big Red One and Panzer Lehr satisfied my OB concerns. I don't find myself looking for every division that happened to find itself in Normandy (in this particular example) for whatever reason being represented in a game that apparently had a one countersheet target.
C. map issues
More or less explained quite sufficiently in the D/D notes section (again...) again, with an apparent one map constraint in mind. Sure it'd be nice to have more room to 'bounce the Rhine' 'a la Patton, but this isn't _my_ game (in the design sense). What it is, is the designers' (and Deans') vision of what _they_ wanted it to be. I have no problem with that, not having felt led astray by past Gamers visions of what they choose to portray
Perhaps I'm mightily tired of these "First Impressions"-type articles, particularly when they are based on an examination of the components immediately after ripping off the plastic shroud, and not after any substantive time spent with the game itself. These types of articles can indeed be useful, but I fear they may lead the unwary (aka, "The Sheep") away from purchasing a game(s) due to a strongly and critically worded "FI". (In this particular case, one 'sheep' indeed uttered his "misgivings", after reading this spurious "FI", about purchasing TME).
Myself, when I think of SCS games, I think of a quick and engaging time at the game table, not an OCS-level of detail or an OCS-level attention to design. This does not imply a 'free pass' for a game simply because it's an SCS game, but it doesn't pretend to be-nor aspire to be- a definitive treatment of the subject matter-nor do I ask it to be.
The somewhat long-winded (and admittedly, somewhat incoherent-kids/dog/cat see me as the "The Velcro Dad") point being, what do YOU expect from an SCS game, TME in particular? What rankles you about what made it in the box and conversely, what excites YOU that did make it into the box?
What do you think about the flurry of dudes rushing to be the first to 'critique' the latest release, however poorly or sketchy these 'critiques' might be?
or, perhaps, I'm just a crusty old salt with a sour disposition..